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Messages - King Leon

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1
When you have Capitalism and gain Mandarin with Rogue, do you topdeck Rogue? I guess this also could be used for endless recursions.

2
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: Today at 06:10:14 pm »


Meadow
Type: Action
Cost: $2
Heirloom: Goat

Choose two different:
+1 Card; +1 Action; or gain a Meadow.
-
When you trash this, +3 Coffers

3
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: Today at 01:52:16 pm »
Consulate by King Leon
Perhaps I am missing something but this looks too weak.
Suppose you gain a Curse to hand and are able to trash it during the same turn. Then this is better than Sea Hag (one more Coin).
Suppose you gain a Curse to hand and are unable to trash it during the same turn. Then this is worse than Fortune Teller (one less Coin).
Suppose you gain a Copper to hand and don't trash it. Then this is like a terminal Silver that comes with a downside for everybody.
Gaining $3s to hand seems OK but not that brilliant (unless you are able to pull off tricks familar from Messenger like Humble Castle).
Making the card a terminal Silver would be one way to potentially fix it.
This card is actually a terminal Gold if you gain Silver to the hand. I tried +$1 +1 Action and +$2, but both variants were too strong.
Also a terminal Silver which "Sea Hag"s a Copper would be too strong, if it costed $3. So $4 is the correct price.

Runner-up: Lancers by Kudasai
Winner: Gremlin by faust
Anyway, congratulations to faust, Kudasai and all other participants.

4
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 12, 2019, 01:44:48 am »
Quote from: naitchman
What's the point of discarding the top card of the deck?
Sorry, i forgot to the top of their deck. (Sea Hag effect, avoids to clog the hand with all Curses / Estates, especially in multiplayer games.)

The main targets of Consulate are Estate, Curse, Copper and Silver, obviously.

5
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 11, 2019, 06:45:13 pm »

Consulate
Type: Action - Attack
Cost: $4
+ $1
Gain a card costing less than this to your hand. Each other player discards the top card of their deck and gains a copy of the card you have gained to the top of their deck.

(Reaction cards like Moat can only be revealed before you make your choice, so you could pick Silver, when your opponent reveals a Moat. If the card you have gained loses track (e. g. with Trader) or is the last copy in the Supply, your opponents don't gain any card, but still discard the top card of their deck.)

6
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 05, 2019, 01:32:35 pm »
Now that I think about it, Undead Witch is actually in a way worse than Ambassador since the trashing and junking are limited to Curses. The only way it's better is that you don't have to trash a Curse to give them out.

Ambassador requires you to have the Curses on your hand. Undead Witch generates them herself.

7
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 03, 2019, 05:22:41 pm »
doesn't the name of your card itself kinda break theme/canon tho? these are named after some russian guy from the late 18th century iirc

Why should it break canon? The themes of Hinterlands are trading, roads and foreign cultures. Mandarin is also a direct reference to imperial China and the German names of the cards Walled Village and Church are Carcassonne (only in the Hans im Glück version, it is now Befestigtes Dorf) and Schweriner Dom, which are both references to real world cities.

cos timeline-wise, your card happens like 200 years minimum after literally all the other sets?

Renaissance happens like 800 years minimum after literally Empires.

Dominion does not happen in our timeline. It’s a parallel universe. Or maybe Dominion plays in the same universe like Temporum, who knows?

8
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 03, 2019, 05:12:27 pm »
doesn't the name of your card itself kinda break theme/canon tho? these are named after some russian guy from the late 18th century iirc

Why should it break canon? The themes of Hinterlands are trading, roads and foreign cultures. Mandarin is also a direct reference to imperial China and the German names of the cards Walled Village and Church are Carcassonne (only in the Hans im Glück version, it is now Befestigtes Dorf) and Schweriner Dom, which are both references to real world cities.

cos timeline-wise, your card happens like 200 years minimum after literally all the other sets?

Here is an alternative draft artwork, if you feel this fits more theme-wise. But I like Potemkin Village more and it actually fits into Hinterland’s theme.

9
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 03, 2019, 04:37:14 pm »
doesn't the name of your card itself kinda break theme/canon tho? these are named after some russian guy from the late 18th century iirc

Why should it break canon? The themes of Hinterlands are trading, roads and foreign cultures. Mandarin is also a direct reference to imperial China and the German names of the cards Walled Village and Church are Carcassonne (only in the Hans im Glück version, it is now Befestigtes Dorf) and Schweriner Dom, which are both references to real world cities.

10
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: July 03, 2019, 04:22:34 pm »


Potemkin Village
Cost: $4

+1 Card
Discard 1 card. If it’s a Victory card: +1 Card and each other player gains a Curse, otherwise: +2 Actions
-
1 VP
-
When you gain this, gain an Estate.

You are very proud about the opulent fortifications surrounding your small kingdom. But in the big world outside there must be great leaders. After a long and burdensome journey, you reach a magnificent village, which must belong to a great leader. At least you think it is a great leader and you think it is a magnificent village. In fact it is just another small village at the border of just another small kingdom and you realize, that this is just the begin of your long and burdensome journey.

This is a Victory card, which comes with a Victory card, in a set which has nice interaction with Victory cards. If you discard a one, this is a Witch and if you don’t, this is a worse Village. Well, this card sounds very desirable at the first glance. A curser for $4 which already comes with 2 VP!? How it this even possible??? I mean, Nobles costs $6, but ... Stop! As the card’s name implies*, it seems to look perfect, but actually this is just a façade threatening to crumble in an extremely fast game, where piles are drained very quickly. In fact this card performs very poorly without the correct assistance.

Fortunately, Hinterlands comes with a lot support for this card. Silk Road and Crossroads love decks with many Victory cards. Trader gives you Silvers instead of Estates and Cartographer sifts through your Estates. Potemkin Village is also a nice Tunnel enabler and unlike Young Witch its cursing effect cannot be stopped by the Bane card. You can also buy a Border Village, which comes with a Potemkin Village, which comes with an Estate. Scheme helps you to hold your Potemkin Villages back when you have no Victory card in your hand. And in a pinch, the Hamlet effect is acceptable in a Margrave or Embassy engine. Potemkin village fulfils the following themes of the Hinterland expansion: on-gain effect, Victory card interaction, discarding cards.

*) A Potemkin village is the illusion of a wealthy village with impressive buildings. Those buildings often only have a renovated front or are shells without interior. The card’s image shows Pyongyang for obvious reasons.

11
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 30, 2019, 06:14:57 pm »
Sanctuary got a wording erratum. It was missing a reveal clause.


12
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 27, 2019, 02:14:52 am »


Behold, a card that out-Golems Golem! Plays 3 Action cards instead of just 2... at the cost of first discarding everything. Well, at least you won't have to worry about the Djinns becoming useless if you've drawn your deck...

Djinns can play Golems and Golems can play Djinns, which creates very chaotic situations. This is also broken with draw-to-X .

13
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 25, 2019, 06:16:31 pm »
Sanctuary got an update. It now gives you up to three out of four cards. This buff is not as big at it seems (because this is a terminal action and still sifts 4 cards), but this makes it more playable in Big Money. I rather wanted to have a mediocre card (like Patrol and Oracle) instead of a bad one (like Harvest and Adventurer). Note, that the gained Silver makes this eventually slower than Hunting Grounds.


14
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 25, 2019, 02:15:29 am »
CHALLENGE #34 - No Vanilla Bonuses Submission:

Quote
Consul
Type: Action
Cost: $4

Trash a card from your hand. The player to your left chooses an action card costing more than it for you to gain and play.



You probably want to add "other than Consul".

15
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 24, 2019, 08:11:57 pm »
Sanctuary
Type: Action – Reaction
Cost: $5

Look at the top 4 cards of your deck. Put up to 3 into your hand. Discard the rest.
-
When you discard this other than during Clean-up, you may reveal this to gain a Silver to your hand.


16
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 21, 2019, 02:42:35 pm »
(This took me over three hours. Phew!)

Buried Loot by GendoIkari
$6: Instead gaining a card, discard to gain a card costing exactly $3 more

This is often better than Gold. For example, it converts Curses to Silver and is protected against Noble Brigand. Because there is always the $3 gap between Silver and Gold or Duchy and Province, it is rare to pull the blank. It has some interesting interaction with on-buy effects and overpay cards, but it is too similar to Gold, that it is not worth the kingdom slot.

Aristocrat by segura
$4: Discard to gain a copy of a card costing up to $6 gained by any player

An interesting Smugglers variant (especially in multiplayer games), which may be broken at the end of the game, when Duchies or Gardens are attractive targets. It should say non-Victory card, I think.

Science Fair by hhelibebcnofnena
$5: On-draw lab

Like GendoIkari said, this is difficult to verify. You can put cards into your hand without drawing them (for example with Native Village or Envoy). In fact this would require you to draw each card one by one to avoid a complete chaos. Unlike the normal lab, this cannot be drawn dead. On the other hand, this is slightly weaker with draw-to-X, cannot be Throne Roomed etc. Because it is still too similar to Lab, I cannot let this win.

Economist by Chappy7
$4: Discard to gain a Treasure card when any player gains a card costing $5 or more

This is an interesting one. You first decrease your money density in the hope to get Gold / Platinum later. Simple, but very nice.

Firth Guild by ClouduHieh
$4: Discard to attack to get 2 Coffers and attacker gets 1 Debt. Discard when another player gains a victory card to gain a cheaper card

Unfortunately I have to disqualify this, because of a possible Secret Chamber loop. It is also too political and may lead players to completely avoid buying Attack cards. Please do not be mad at me, I would recommend to read the Dominion Fan Card Creation Guide to avoid common pitfalls.

Sentinel by artless
$3: Discard to draw a card when another player gains a Victory card. Works as Buy-phase-only Bridge from your discard pile.

It is impossible to keep track of this card. The problem is, that you are not allowed to look through your discard pile unless a card allows you to do so.

Design by Fragasnap
P: When a player plays 1 or less actions, trash for a card costing up to $5P (On buy: +1 Buy)

This is also a nice one, especially in 2 player games, it encourages players to play engine strategies. The Potion cost is ingenious, as it prevents you from buying too many of these and also allows you to gain other Potion cards. Alchemy is an Action-card intensive set, so this fits perfectly.

Blockade by Gubump
$4: Put on top of a pile. When you gain an Action card and use this effect, gain a Gold and a Silver.

This feels similar to an early version of Embargo. A non-terminal one-shot which gains a Gold and a Silver and blocks a pile is not bad, but there were more interesting submissions.

Foundry by mandioca15
$4: Trash to gain two cheaper cards, when another player gains a card.

A non-terminal Feast, which can gain two $5 Action cards, Duchies or Golds is too powerful.

Leasehold by faust
$3: Triples tokens. Comes with +1 VP

An interesting Estate variant. Even if you decide to trash it later, it keeps the Victory Point. Probably too strong with Groundskeeper, Plunder, Bishop and similar cards.

Remote Village by mail-mi
$4: Bazaar, which can only be played after terminals

Remote Village is a Bazaar, but only if you have played a terminal Action before. Unlike Throne Room you actually can play it after the Action card, so it is very useful together with Terminal drawers. However, I'm worried that this could be a dead card in some kingdoms. Overall, not a bad card, but it did not make the cut.

Converter by Aquila
$5: Discard cards for Villagers, convert +Cards to +Coffers

This works well with draw-to-X cards, but Fishing Village does this much better. Interestingly it does not turn Faithful Hounds into Labs. I don’t know where the $5 price tag comes from, but this is normally not worth its money.

Replica by majiponi
$2: Trash to duplicate a card costing up to $6.

A non-terminal Duplicate, which has to be trashed from your hand instead of being discarded from your Tavern mat. Unlike Feast it can only gain a duplicate of another card you just gain. Because it also reduces your buying power, it is hard to get $6 early. It can be very frustrating if your opponent Silver+Replica and draws Silver, 3xCopper, Replica in turn 3.

Lodestone by hypercube
$4: Like Watchtower, but into your hand

Unfortunately, this can empty the Ironworks pile. It also need much support depending on the kingdom. While the idea sounds promising, this just does not seem to work in practise.

Illusionist by 4est
$2: Convert any Action card into simple Library

This works well with Ruins and also see Synergy with Vineyards and Tunnel. Interestingly. Starting Chapel + Illusionist is not as bad, because the Illusionist can convert the Chapel in something more useful. it also helps you to get engine parts, but only if you have enough +Actions, because the big drawback is that this is terminal. Usually Jack-of-all-Trades or Smithy are the better terminal drawers.

Copy by naitchman
$5: Copies a card another player has in play

Unlike Band of Misfits this is unterminal, cannot be drawn dead and not limited to cards costing up to $4. The big disadvantage is, that the card is played at the start of your next turn, which makes it less flexible and does not work well with cards like Library, for example. In the most cases, you want to copy Gold or sometimes an interesting Action card. Definitively one of the better cards in the contest.

Convert by anordinaryman
$2: On-gain: You may trash your hand. On-trash: Gain an Action card without +$ costing up to $4.

This card even does not require the Reaction type. It can be in fact type-less. It is very hard to judge this card. So, it would also fit into the last contest as a Chapel replacement. There are some similarities with Trade or Donate, but this one is more flexible. I can imagine starting Convert/Village_Variant and later buying another Convert to convert the first Convert to an Engine part. The $2 is too cheap in my opinion, because a lucky 5/2 player can gain a $5 card and get rid of three Estates. It would be also interesting to see if an asymmetric game with a player who goes for Convert and another player who does not, works at all. (Asymmetric Chapel games are possible, but hard to win as the non-chapel player.)

Fruit Basket by Gazbag
$4: On-buy Horn of Plenty which can trash itself for another Horn of Plenty effect. Can only gain Action cards
This is harder to pull of than Engineer, but can also reward you with $5 or higher cards. This is usually a late buy to get the missing parts of your engine and requires some preparation and unlike Horn of Plenty or Artificer this one gains only two cards. This card has an astonishing strategic depth, but the more simple cards are also promising. There can be only one winner.

Frontier by Kudasai
$4: Trash to gain a card costing $2 more, card when any player gains a Victory card
Fool’s Gold can this better (and this is only Fool’s Gold's secondary effect). Even Feast is more usable as you can play it much earlier, if you want a guaranteed $5 card.

Retriever by scolapasta
$0: Discard substitute

I was actually looking forward to seeing cards which can be useful in most kingdoms. This one is often pretty useless. While this is a novel idea, other cards were more interesting.

Secret Cove by Frolouch
$4: Trash to gain a Gold onto your deck, when another player plays an Attack card; or discard to topdeck a gained card

The first effect is okay, but either discourages players from buying attacks at all or is even contra-productive when your opponent plays a Thief variant. Another dead card instead of a Silver in turn 3 or 4 is pretty bad and will normally cost you the game. The second effect is much weaker than Watchtower. You don't want this card for $4 in your deck.

Tithe by wittyhowlard
$1: Discard when you buy an Action card to trash X cards from your hand (X is the cost of the Action card). On buy: +1 Buy and this goes into your hand

Overpaying an Action by 1 to exchange your Estates or Coppers with a dead card is interesting. However, you could abuse the on-buy clause and empty the pile to end the game earlier. That is not healthy for the game.

Royal Acquisition by Commodore Chuckles
$5: Trash from your hand to double a fixed-VP Victory card

As name and effects intends, this seems to be a card in the Throne Room family. But in fact this is Distant Lands, but with some subtle differences. For instance, there is no interaction with cards which like Victory or Action cards and it is harder to gain a Province with only four usable cards in your hand. Distand Lands gives fix 4 VP. Royal Acquisition can provide you 6 or even 10 VP, but it is often only another Duchy in case of emergency. Distant Lands is less swingy and already fulfils that role pretty well and I don’t see a reason for having another „conditional Victory card“, particularly as 10 VP are perhaps a little too much.

TL;DR
Winner: Economist by Chappy7
Runner-up: Design by Fragasnap

17
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 21, 2019, 11:14:37 am »
So is the judging today?
Yes, please give me some time. There are 24 entries this time.

18
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 18, 2019, 04:55:31 pm »
Kind reminder, that the current contest will end tomorrow (June 20, 00:00 UTC+0).

19
Puzzles and Challenges / Re: Easy Puzzles
« on: June 16, 2019, 07:52:55 am »
1. You have 40+ cards in your deck.
2. You start with a hand of 15 cards.
3. You play Storyteller, and you play 2 Golds and a third card.
4. You draw no cards.

What happened?

Crown a King's Courted King's Court to play two Envoys  and a Native Village each three times. The Native Village is needed, because Envoy keeps one card in your deck.


Alternatively, Golem and  Vassal allow pseudo-drawing.

20
Puzzles and Challenges / Re: Easy Puzzles
« on: June 16, 2019, 07:17:25 am »
I never played Duration cards during my turns, but I start my next turn having 20 cards in play. What has happened?

You played a bunch of Caravan Guards and called a bunch of Royal Carriages on your opponent's turn.
Alright! That's it.

21
Puzzles and Challenges / Re: Easy Puzzles
« on: June 16, 2019, 07:07:05 am »
I never played Duration cards during my turns, but I start my next turn 20 cards in play. What has happened?

10 Princes?

Prince sets its card aside, so it is not in play. No, there is another way. Read carefully. Ratcatcher, Guide and Transmogrify also don't count, because they are called at and not before the start of your turn.

22
Puzzles and Challenges / Re: Easy Puzzles
« on: June 16, 2019, 07:03:47 am »
I never played Duration cards during my turns, but I start my next turn having 20 cards in play. What has happened?

23
Variants and Fan Cards / Re: Weekly Design Contest Thread
« on: June 14, 2019, 08:39:26 pm »
Every Reaction that does not specify "from your hand" should be immediately disqualified!

This depends on the whole card text. For example the term "discard" defaults to "from your hand" like "gain" defaults to "from the Supply" if not specified otherwise.

24
Variants and Fan Cards / Re: Really bad card ideas
« on: June 13, 2019, 04:56:02 pm »
iPhone
Treasure
Cost: $3*

+$2
---------------
You may overpay for this.

Well, at least, this provides some protection against Bandit Fort and Noble Brigand.

25
Variants and Fan Cards / Re: Really bad card ideas
« on: June 13, 2019, 04:07:56 pm »
bitwise
Type: Action
Cost: 0x1 << 2

While this is in play, the cost of all cards is shifted 1 bit right.

Clarification: The card cost is a three byte vector, 0x010203 means 1 debt, 2 potions and 3 coins. Shifting this 4 bits to the right makes 0x001020 = 0 debt, 16 potions and 32 coins.

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